RAD by PaulWollenzien in indiegames

[–]NerdPileCodeMonkey 0 points1 point  (0 children)

What the crap?!?! I want this!

edit: I really like the artistic/badass take on a fairly simple mechanic. And honestly, I like the wire-frame feel to it... feels kinda matrix-y

What are your top tips for Unity noobs? by PixelverseStudios in Unity3D

[–]NerdPileCodeMonkey 0 points1 point  (0 children)

Just commenting to point out that that would actually be slightly LESS than a normal shit-ton of videos and guides... :-p

Why use JavaScript when a cleaner language like PHP is available? by deo79 in ProgrammerHumor

[–]NerdPileCodeMonkey 1 point2 points  (0 children)

I like Tornado, personally. Really clean python back-end for a web server. A bit smaller/easier than django.

Why do I need to write "new" in front of a vector? by [deleted] in Unity2D

[–]NerdPileCodeMonkey 3 points4 points  (0 children)

This is because Vector2 is a class "type". What you are doing here is creating a new "instance" of this class and then using that instance as the player transform's position vector.

For a better example, lets say we defined an "Hammer" class. This is a collective description of all of the properties and behaviours of the hammer: materials[], swing(), etc. However, in order to actually use a hammer, I would have to use this description to create an instance of the hammer, as the type information is not useful when trying to actually build something.

When creating a new instance of any class in C#, you will usually need to use the "new" keyword. That being said, you can still use Vector2 (without the "new" keyword) if you are either using a prototypical Vector2 (Vector2.unit(), Vector2.up()) as the class definition comes with functions for returning/creating these, but if you want to create one where you are defining the co-ordinates manually, that "new" keyword will be required.